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Author Topic: Planning Sci-fi Strategy roleplay  (Read 3064 times)

Starmantis

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Planning Sci-fi Strategy roleplay
« on: February 28, 2012, 09:20:59 am »

im working on creating the rules, any suggestions?

the roleplay will take place in the far future, humanities once great federation has fallen and the wormholes have closed leaving the colonies isolated. players can choose a starting planet and a few technological improvements they remember along with limited infrastructure.
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kingfisher1112

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Re: Planning Sci-fi Strategy roleplay
« Reply #1 on: February 28, 2012, 09:31:09 am »

So, you control a colony.
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

Starmantis

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Re: Planning Sci-fi Strategy roleplay
« Reply #2 on: February 28, 2012, 09:33:33 am »

Yes, at first, then you may expand once you reopen the wormhole in your system.
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kingfisher1112

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Re: Planning Sci-fi Strategy roleplay
« Reply #3 on: February 28, 2012, 09:54:35 am »

Alright then, here.
Resources:
Wealth
Building
Industry
Fuel
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

Starmantis

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Re: Planning Sci-fi Strategy roleplay
« Reply #4 on: February 28, 2012, 10:04:37 am »

Im not sure fuel would be a big issue, that would probably be how much is on a ship rather than how much the colony has.

Also I need to develope a tech tree.
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Tiruin

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Re: Planning Sci-fi Strategy roleplay
« Reply #5 on: February 28, 2012, 10:13:15 am »

Stay simple if you plan on having more than four players. Do not over-complicate yourself with technology trees and their branches for colonies, go general. Usually it goes as this:

There is a power source
There is a currency
There is a way to gain currency
There are enemies
There are units that have their own trees...This does not include the terrible-trio: Air, Water and Ground type unit diversification.

. . .

This makes it complicated. Stay simple. If people don't understand what is going on, or without a sample of what would happen, then it would be hard to get players. Though, we need suggestions from those who've done a successful Inter-planet RP game. From what I've read, RP is heavy on diplomacy and on subjugating other's empires or colonies, so the game must be detailed in the least.

Map of the whole place would help a lot, I'm not sure on that though, maps usually take very long to make.

My suggestion: If you do plan on making such, make sure you put enough detail for someone who doesn't know how to play, to know how to play.
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Gotdamnmiracle

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Re: Planning Sci-fi Strategy roleplay
« Reply #6 on: February 28, 2012, 10:13:18 am »

Is it single player per civ or suggestion?
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Starmantis

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Re: Planning Sci-fi Strategy roleplay
« Reply #7 on: February 28, 2012, 10:15:39 am »

Each person controls their own civ

I should be able to create a basic map, that will show which systems link to which ones through wormholes.
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Tiruin

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Re: Planning Sci-fi Strategy roleplay
« Reply #8 on: February 28, 2012, 10:29:48 am »

This looks like a nice reference.  ;D

Reference
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Ghazkull

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Re: Planning Sci-fi Strategy roleplay
« Reply #9 on: February 28, 2012, 10:49:22 am »

just thought the same XDD, but at the agonizingly slow speed i update, i am not surprised XP
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Gotdamnmiracle

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Re: Planning Sci-fi Strategy roleplay
« Reply #10 on: February 28, 2012, 11:01:36 am »

I want in when you do get this going.

Maybe each civ could have a specialty of which it's known for and you have to stick to that sort of thinking. One civ always uses hit and run tactics, they are really good at it, but unless you are invading it's always hit and run. another may be known for imperialism, a third for isolation or spying. These are all streotypes and prejudices and must be stuck to when conversing with another civ. Mild fabricated racism!
« Last Edit: February 28, 2012, 11:05:00 am by Gotdamnmiracle »
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Go back see if he's there and run him over, and drink his gun!

Starmantis

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Re: Planning Sci-fi Strategy roleplay
« Reply #11 on: February 29, 2012, 09:05:47 am »

Though there should be some balanced civs, because despite humanity having split into several new races, they arent planets of hats.

For some of the major races
Baseline humans: Most of your population has not been augmented by technology, there are a few advantages to this, medicine is more effective as it doesnt have to be custom tailered to you.

Grey: humans enhanced for life in space, you may choose, instead of starting out on a planet to instead start out in a space fleet, your people are more adept at space travel

Furmorph:Many of your people have, for one reason or another given themselves animal genes or other methods of looking like an animal. they come in a variety of forms but tend to have small genetic issues usually not noticable but will require more medicine.

Vatborn: living creatures that are completely artificial, come in a variety of forms but are often treated as second class citizens, they have however, more versatality than humans.

Virch:Your civilization is not physical but instead exists in a computer civilization...you probably keep to your own system most of the time, but trade is still profitable so you still want to open your wormhole.

Roid: generic term for robots, machines tend to be efficiant however often have very strong willpower...often can be a risk to them as they risk their lives to do trivial tasks, however, roids are hard to kill. also, because of the collapse of galactic civilization, the roids are confused as they no longer have Interstellar communication.
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ansontan2000

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Re: Planning Sci-fi Strategy roleplay
« Reply #12 on: February 29, 2012, 09:14:41 am »

Ptw.
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When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

Starmantis

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Re: Planning Sci-fi Strategy roleplay
« Reply #13 on: February 29, 2012, 09:15:10 am »

PTW?
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Tiruin

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Re: Planning Sci-fi Strategy roleplay
« Reply #14 on: February 29, 2012, 09:21:58 am »

Posting to Watch.
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